Enabling PO
RE: Enabling PO
Can you send it to me too please?
A computer without COBOL and Fortran is like a piece of chocolate cake without ketchup and mustard.
RE: Enabling PO
Well, the new version is much better. I was only able to stop the Soviet in the German border this time, as opposed to in Warsaw in previous games. Still, there's some problems:
1. The Soviets didn't use the airborne units...it embarked them...and sent to the frontline...?
2. The Soviets got stuck in Warsaw. Using like 3-4 turns to just encircle the city(on turn 9, considerable forces were still there). At the same time some units were in German border, allowing me to do limited counter-attacks. The Soviets should just attack with any odds, the poles can't hold. But I suppose this is a problem that canno't be fixed.
The same problem occurs elsewhere as well. Some routed regiment size units can just sit in there for turns, tying up several soviet divisions, as for smoe reason the computer won't attack despite it being a clear victory.
1. The Soviets didn't use the airborne units...it embarked them...and sent to the frontline...?
2. The Soviets got stuck in Warsaw. Using like 3-4 turns to just encircle the city(on turn 9, considerable forces were still there). At the same time some units were in German border, allowing me to do limited counter-attacks. The Soviets should just attack with any odds, the poles can't hold. But I suppose this is a problem that canno't be fixed.
The same problem occurs elsewhere as well. Some routed regiment size units can just sit in there for turns, tying up several soviet divisions, as for smoe reason the computer won't attack despite it being a clear victory.
- golden delicious
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RE: Enabling PO
ORIGINAL: Karri
Well, the new version is much better. I was only able to stop the Soviet in the German border this time, as opposed to in Warsaw in previous games. Still, there's some problems:
1. The Soviets didn't use the airborne units...it embarked them...and sent to the frontline...?
2. The Soviets got stuck in Warsaw. Using like 3-4 turns to just encircle the city(on turn 9, considerable forces were still there). At the same time some units were in German border, allowing me to do limited counter-attacks. The Soviets should just attack with any odds, the poles can't hold. But I suppose this is a problem that canno't be fixed.
The same problem occurs elsewhere as well. Some routed regiment size units can just sit in there for turns, tying up several soviet divisions, as for smoe reason the computer won't attack despite it being a clear victory.
It sounds like the Soviets need to have a stronger strategic bias.
"What did you read at university?"
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"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
- a white rabbit
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RE: Corrections for Trotsky's War (cont'd)
ORIGINAL: Silvanski
The flexibility to tweak things, that's one of the great aspects of TOAW.
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RE: Enabling PO
ORIGINAL: Karri
Well, the new version is much better. I was only able to stop the Soviet in the German border this time, as opposed to in Warsaw in previous games. Still, there's some problems:
1. The Soviets didn't use the airborne units...it embarked them...and sent to the frontline...?
2. The Soviets got stuck in Warsaw. Using like 3-4 turns to just encircle the city(on turn 9, considerable forces were still there). At the same time some units were in German border, allowing me to do limited counter-attacks. The Soviets should just attack with any odds, the poles can't hold. But I suppose this is a problem that canno't be fixed.
The same problem occurs elsewhere as well. Some routed regiment size units can just sit in there for turns, tying up several soviet divisions, as for smoe reason the computer won't attack despite it being a clear victory.
1. I changed them to embarked status so Elmer would use them outright, but indeed they just follow the rest of the troops... I'm trying to get them to work. In the previous version they would activate on turn 4 and immediately try to catch the Lodz-Warsaw ralline and surroundings.
Also seeig if they behave differently when set on "independent" so they would use their best asset: airlift capability.
2. Polish units all reconstitute in or near Warsaw, that makes them too strong there. I'm experimenting with different reconstitution points. I'm not in favor of free reconstitution points cuz that would see Germans reconstituting in England etc.
The PO's bias is set to "aggressive" Ben.
I'm working on changing some objective tracks and formation orders... The second line Afghan, Turkmen etc formations will be set on "defend" and activating on turn 2 to act as follow-up and hoepfully they'll clear up Polish pockets.
The TOAW Redux Dude
- golden delicious
- Posts: 4189
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RE: Enabling PO
ORIGINAL: Silvanski
[1. I changed them to embarked status so Elmer would use them outright, but indeed they just follow the rest of the troops... I'm trying to get them to work. In the previous version they would activate on turn 4 and immediately try to catch the Lodz-Warsaw ralline and surroundings.
Also seeig if they behave differently when set on "independent" so they would use their best asset: airlift capability.
What's their first objective? Generally, it has to be in enemy territory (and ideally not accessible by land) for them to jump.
The PO's bias is set to "aggressive" Ben.
Have you tried "Beserk"?
"What did you read at university?"
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
"War Studies"
"War? Huh. What is it good for?"
"Absolutely nothing."
RE: Enabling PO
Noticed that one of the Ukrainian armies whose track I had rerouted was still to activate on turn 13 instead of 1... that will make a difference in the Polish campaign.
I'm trying out with "ignore loss"settings before "berserk"... also I set the replacement for the USSR (excludes Afghan etc) to "high"
Changed the temporary supply points to Gdynia and Konigsberg... Poland can suffer from a naval blockade in the opening turns if Elmer manages to seize Gdynia therby cutting off all supply, which would make sense. Poland is isolated the few first turns wedged in between two totalitarian states who want to conquer it.
BTW Gdynia is now also a (S) supply point, usable for the Communists.

I'm trying out with "ignore loss"settings before "berserk"... also I set the replacement for the USSR (excludes Afghan etc) to "high"
Changed the temporary supply points to Gdynia and Konigsberg... Poland can suffer from a naval blockade in the opening turns if Elmer manages to seize Gdynia therby cutting off all supply, which would make sense. Poland is isolated the few first turns wedged in between two totalitarian states who want to conquer it.
BTW Gdynia is now also a (S) supply point, usable for the Communists.

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The TOAW Redux Dude
RE: Enabling PO
ORIGINAL: Silvanski
Changed the temporary supply points to Gdynia and Konigsberg... Poland can suffer from a naval blockade in the opening turns if Elmer manages to seize Gdynia therby cutting off all supply, which would make sense. Poland is isolated the few first turns wedged in between two totalitarian states who want to conquer it.
BTW Gdynia is now also a (S) supply point, usable for the Communists.
Would not the Poles be able to supply their own troops for the first few turns, not having to relly on Gydia until several turns into the scenario?
So, maybe a SP in Warsaw, or west Poland that gets removed on turn 1,2,3, or 4?
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RE: Enabling PO
ORIGINAL: golden delicious
What's their first objective? Generally, it has to be in enemy territory (and ideally not accessible by land) for them to jump.
Between Warsaw and Lodz worked, changed it to between Gdynia and Lodz...
Have you tried "Beserk"?
Gonna try that now.
The TOAW Redux Dude
RE: Enabling PO
ORIGINAL: Veers
Would not the Poles be able to supply their own troops for the first few turns, not having to relly on Gydia until several turns into the scenario?
So, maybe a SP in Warsaw, or west Poland that gets removed on turn 1,2,3, or 4?
They'll have to fight for their supply till the borders open up

The TOAW Redux Dude
RE: Enabling PO
OK I got this to work now... the opening move of the Soviets is to airdrop their paras in and near the Danzig corridor and seize bridges on the approach toWarsaw. Commie blitzkrieg 

The TOAW Redux Dude
RE: Enabling PO
Ok, that makes a lot more sense. Imagine my surprise the first time I played and I set up two divisions in reserve NE and SE of Berlin and had all these lovely snacks drop on like the 2nd or 3rd round =) In one turn, the Soviets lost an entire airborne army. A much closer drop makes a lot more sense, good job.
A computer without COBOL and Fortran is like a piece of chocolate cake without ketchup and mustard.
RE: Enabling PO
Their deployment looks like this, pretty disrupting I believe... I was always able to destroy a lot of bridges with the high movement Polish cavalry and HQ... this might hamper that effort (see screenie from halfway turn 1)...
There are 6 para units, so they get 6 objectives in Poland to start with, this prevents them from going into Germany before the Germans intervene.
Then 6 objectives in Germany, 6 in France and 6 in Britain...

There are 6 para units, so they get 6 objectives in Poland to start with, this prevents them from going into Germany before the Germans intervene.
Then 6 objectives in Germany, 6 in France and 6 in Britain...

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The TOAW Redux Dude
RE: Enabling PO
Encountered a weird thing... an Italian fighter unit scheduled to appear due to a certain event does appear, but at the wrong place... Instead of on its designated airfield in Northern Italy (hex is clear, not overstacked, in supply and other Italian air units did appear correctly) but... on a British aircraft carrier (which lost its airplanes due to a Soviet aerial attack two turns before)near the coast of Palestine... Itsy-bitsy bug?
I checked the event and the unit's deployment status in the editor, all seems correct...[/align]
I checked the event and the unit's deployment status in the editor, all seems correct...[/align]
The TOAW Redux Dude
- ralphtricky
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RE: Enabling PO
Neat!ORIGINAL: Silvanski
Encountered a weird thing... an Italian fighter unit scheduled to appear due to a certain event does appear, but at the wrong place... Instead of on its designated airfield in Northern Italy (hex is clear, not overstacked, in supply and other Italian air units did appear correctly) but... on a British aircraft carrier (which lost its airplanes due to a Soviet aerial attack two turns before)near the coast of Palestine... Itsy-bitsy bug?
I checked the event and the unit's deployment status in the editor, all seems correct...[/align]
Can you reproduce it? If you can, can you post in the support section and send me a save file, please?
I can see where there may be a problem with land units landing on carriers, and I've seen one report of someone managing to overstack a carrier, so the combination may have caused that interesting occurrence..
Ralph Trickey
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.
TOAW IV Programmer
Blog: http://operationalwarfare.com
---
My comments are my own, and do not represent the views of any other person or entity. Nothing that I say should be construed in any way as a promise of anything.
- a white rabbit
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RE: Enabling PO
Tnx
This scenario has undergone quite an evolution. I'm currently playing to test the latest changes and find it tough going against the PO. I gave up ground in the Northeast of Germany in order to shorten the frontline and have a better chance to hold Berlin... 2 French armies are being transferred to aid Germany... meanwhile the news announced invasion of Norway and Sweden...
The Romanian and Hungarian armies are doing what they can but hardly stand a chance to stop the Communist steamroller... Bulgaria and Yugoslavia won't take part unless attacked themselves... only Turkey remains out of shot now... the only place where I'm making ground is Spain and Northwest Africa, I have to cuz they captured Gibraltar which seals off the Mediterranean and the Middle East is under threat as well...
The Allies are stretched hard ...
screenie from the last turn (T18)

This scenario has undergone quite an evolution. I'm currently playing to test the latest changes and find it tough going against the PO. I gave up ground in the Northeast of Germany in order to shorten the frontline and have a better chance to hold Berlin... 2 French armies are being transferred to aid Germany... meanwhile the news announced invasion of Norway and Sweden...
The Romanian and Hungarian armies are doing what they can but hardly stand a chance to stop the Communist steamroller... Bulgaria and Yugoslavia won't take part unless attacked themselves... only Turkey remains out of shot now... the only place where I'm making ground is Spain and Northwest Africa, I have to cuz they captured Gibraltar which seals off the Mediterranean and the Middle East is under threat as well...
The Allies are stretched hard ...
screenie from the last turn (T18)

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The TOAW Redux Dude
RE: Enabling PO
I encountered a major bug... When the Communists capture Berlin, the bulk of the Polish army surrenders, which happens correctly, but it also seems to cause all NKVD garrison units to vanish in thin air.... I am stunned!
There is no withdraw event included for those units...
Does anyone have a clue what might be causing this?
There is no withdraw event included for those units...
Does anyone have a clue what might be causing this?
The TOAW Redux Dude
RE: Enabling PO
Perhaps the slight bug that has the wrong army withdraw on some other scenarios, such as EA, and FitE. You will want to get into contact with Ralph about this as a fix has been found.
To repeat history in a game is to be predictable.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.
If you wish to learn more about EA, feel free to pop over to the EA forums Europe Aflame Forums.





